import std140 from "./std140.js"; const { mat4, vec3 } = glMatrix; const getCanvasSize = (canvas) => { const devicePixelRatio = window.devicePixelRatio ?? 1; return [canvas.clientWidth * devicePixelRatio, canvas.clientHeight * devicePixelRatio]; }; const loadTexture = async (device, url) => { const image = new Image(); image.crossOrigin = "anonymous"; image.src = url; await image.decode(); const imageBitmap = await createImageBitmap(image); const texture = device.createTexture({ size: [imageBitmap.width, imageBitmap.height, 1], format: "rgba8unorm", usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT, // Which of these are necessary? }); device.queue.copyExternalImageToTexture( { source: imageBitmap, }, { texture: texture, }, [imageBitmap.width, imageBitmap.height] ); return texture; }; export default async (canvas, config) => { console.log(config); const NUM_VERTICES_PER_QUAD = 6; const numColumns = config.numColumns; const numRows = config.numColumns; if (navigator.gpu == null) { return; } const adapter = await navigator.gpu.requestAdapter(); const device = await adapter.requestDevice(); const canvasContext = canvas.getContext("webgpu"); const presentationFormat = canvasContext.getPreferredFormat(adapter); const queue = device.queue; const canvasConfig = { device, format: presentationFormat, size: getCanvasSize(canvas), }; canvasContext.configure(canvasConfig); const renderPassConfig = { colorAttachments: [ { view: canvasContext.getCurrentTexture().createView(), loadValue: { r: 0, g: 0, b: 0, a: 1 }, storeOp: "store", }, ], }; const msdfSampler = device.createSampler({ magFilter: "linear", minFilter: "linear", }); const msdfTexture = await loadTexture(device, config.glyphTexURL); const configStructLayout = std140(["i32", "i32", "f32"]); const configBufferSize = configStructLayout.size; const configBuffer = device.createBuffer({ size: configBufferSize, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT, // Which of these are necessary? mappedAtCreation: true, }); configStructLayout.build([numColumns, numRows, config.glyphHeightToWidth], configBuffer.getMappedRange()); configBuffer.unmap(); // prettier-ignore const msdfStructLayout = std140(["i32", "i32"]); const msdfBuffer = device.createBuffer({ size: msdfStructLayout.size, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.FRAGMENT, // Which of these are necessary? mappedAtCreation: true, }); msdfStructLayout.build([config.glyphTextureColumns, config.glyphSequenceLength], msdfBuffer.getMappedRange()); msdfBuffer.unmap(); const timeStructLayout = std140(["f32", "i32"]); const timeBuffer = device.createBuffer({ size: timeStructLayout.size, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.FRAGMENT | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary? }); // prettier-ignore const sceneStructLayout = std140(["vec2", "mat4x4", "mat4x4"]); const sceneBuffer = device.createBuffer({ size: sceneStructLayout.size, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.VERTEX | GPUBufferUsage.COMPUTE | GPUBufferUsage.COPY_DST, // Which of these are necessary? }); const camera = mat4.create(); const translation = vec3.set(vec3.create(), 0, 0, -1); const scale = vec3.set(vec3.create(), 1, 1, 1); const transform = mat4.create(); mat4.translate(transform, transform, translation); mat4.scale(transform, transform, scale); const updateCameraBuffer = () => { const canvasSize = canvasConfig.size; const aspectRatio = canvasSize[0] / canvasSize[1]; mat4.perspectiveZO(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000); const screenSize = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1]; queue.writeBuffer(sceneBuffer, 0, sceneStructLayout.build([screenSize, camera, transform])); }; updateCameraBuffer(); const [rainRenderShader] = await Promise.all(["shaders/rainRenderPass.wgsl"].map(async (path) => (await fetch(path)).text())); const rainRenderShaderModule = device.createShaderModule({ code: rainRenderShader }); const additiveBlendComponent = { operation: "add", srcFactor: "one", dstFactor: "one", }; const additiveBlending = { color: additiveBlendComponent, alpha: additiveBlendComponent, }; const rainRenderPipeline = device.createRenderPipeline({ vertex: { module: rainRenderShaderModule, entryPoint: "vertMain", }, fragment: { module: rainRenderShaderModule, entryPoint: "fragMain", targets: [ { format: presentationFormat, blend: additiveBlending, }, ], }, primitive: { // What happens if this isn't here? topology: "triangle-list", // What happens if this isn't here? cullMode: "back", // What happens if this isn't here? }, }); console.log(device.limits); const bindGroup = device.createBindGroup({ layout: rainRenderPipeline.getBindGroupLayout(0), entries: [ { binding: 0, resource: { buffer: configBuffer, }, }, { binding: 1, resource: { buffer: msdfBuffer, }, }, { binding: 2, resource: msdfSampler, }, { binding: 3, resource: msdfTexture.createView(), }, { binding: 4, resource: { buffer: timeBuffer, }, }, { binding: 5, resource: { buffer: sceneBuffer, }, }, ], }); const bundleEncoder = device.createRenderBundleEncoder({ colorFormats: [presentationFormat], }); bundleEncoder.setPipeline(rainRenderPipeline); bundleEncoder.setBindGroup(0, bindGroup); const numQuads = numColumns * numRows; bundleEncoder.draw(NUM_VERTICES_PER_QUAD * numQuads, 1, 0, 0); const renderBundles = [bundleEncoder.finish()]; let frame = 0; const renderLoop = (now) => { const canvasSize = getCanvasSize(canvas); if (canvasSize[0] !== canvasConfig.size[0] || canvasSize[1] !== canvasConfig.size[1]) { canvasConfig.size = canvasSize; canvasContext.configure(canvasConfig); // TODO: destroy and recreate all screen size textures updateCameraBuffer(); } queue.writeBuffer(timeBuffer, 0, timeStructLayout.build([now / 1000, frame])); frame++; renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView(); const encoder = device.createCommandEncoder(); const renderPass = encoder.beginRenderPass(renderPassConfig); renderPass.executeBundles(renderBundles); renderPass.endPass(); const commandBuffer = encoder.finish(); queue.submit([commandBuffer]); requestAnimationFrame(renderLoop); }; requestAnimationFrame(renderLoop); };